All of the previous enemies Battle Quest enemies are in the temple, with two new foes. The Kargarok, a pterodactyl-like enemy that soars through the air, and the Tektite, a staple four-legged monster of the Zelda series.

For swordsmen, the Kargarok can only be defeated when swooping down to attack you. It takes two sword swings to defeat, unless you have charged your sword. Whenever possible, dodge and evade these enemies and let the Archer take them out from afar.

Tektites can only be attacked from certain angles, which are determined by their metal casing. Tektites can also be shot in the eye by the archer of the group. Watch out, they are prone to jump around, sometimes right over your head. The often attack in a mob, so be prepared to change targets often if you are welding a sword. They also have a nasty habit of changing the angle of their weak spots.

The Archer will start this stage in a watchtower, a perfect vantage point for taking out the first Moblin Mob (See what I did there? ...Uh ... nevermind). As hard as it will be to resist charging in and chopping them to pieces, Swordsmen should put their shields up and hang back until the Mob-lins (Eh?! Better!? ... Didn't think so...) approach the explosive bomb stack. The Archer can then set it off without endangering teammates. For the best results, wait until the bombs are in the middle of the MobMob (... That was ... I'm so sorry...) before setting it off. Swordsmen can then take on any stragglers while the Archer refills and catches up.

As soon as that's done, the Archer should stop firing, allowing him to climb out of the watchtower and gain some ground on the Swordsmen. For this next part, the Archer will want to be as close to the Swordsmen as possible without passing them, because coming up is your first encounter with the Kargaroks. Swordsmen should move just far enough to get the attention the enemies, and put their shields up once more. The Archer, following close behind, will have to work fast to knock out as many of these foes as possible. Hopefully, you will be close enough to where they will be large enough targets.

Swordsmen, it's your turn to step up to the plate! While the Archer focuses on hitting some pots on the cliffside to the left to recoup some hearts and gain some coins, the Swordsmen should press onward to the gang of ChuChus quickly approaching. Charge up your sword as you approach them. If you do this right, you may even be able to take them out in one or two swings!

Archer, do your best to keep up, only firing if a one of your team members is thrown off balance. Chances are, the Swordsmen will be able to carry on ahead without stopping much, so the Archer will have a hard time being both offensive and mobile. Swordsmen, after that first round of ChuChus, you'll run into a few more of them, as well as a few Blue Moblins (The shieldless kind).

As soon as they are dispatched, Swordsmen, put your shields up! You'll be assaulted by enemy archers with flaming arrows, one on the cliff side, another one in a tower similar to the one your archer started off in. Hopefully, at this point, your Archer will be close enough to take them out relatively quickly, before the approaching throng of Blue Moblins reach your team. If your Archer works fast enough, he might even be able to eliminate a chunk of this next group by taking advantage of a second bomb stack next to the enemy watchtower.

For this last part, you'll be assaulted by 3 White Moblins, the kind with shields. Swordsmen should focus their attention on these guys, while the Acher's first priority should be the Archer in the second watchtower ahead. Once that is done, the Archer should feel free to assist the Swordsmen should they be stumbled. After the enemies are gone, the Archer should make sure they shoot the pot hiding behind the Triforce emblem on the approaching door.

Once all team members have stepped on a door switch, the door will open, and the Quest will continue.

This next part may remind you of a certain bridge in the Eldin Volcano province in Skyward Sword. Thankfully, you won't have to execute any clumsy parkour this time. Instead, Archers should let the Swordsmen charge ahead, providing whatever support the they need against the White and Blue Moblin team ahead. Once the Swordsmen have the Moblins under control, the Archer can go ahead and shoot the switches above the drawbridge to open the way ahead. Keep in mind, these switches need to be set off within 5 seconds of eachother (Who knew the 5 second rule applied in the Zelda Universe! Does this apply to Lon Lon Milk too?)

Once the drawbridge is opened, another cluster of Moblins will charge at you. The three White Moblins can be especially challenging in the narrow entrance, so play defensively to keep from losing too many hearts.

The drawbridge leads into a Fire Temple of sorts, and this can be a bit of a gauntlet for Swordsmen. At first, all the enemies are going to be on the far side of the room, and it will be up to the Archer to snipe the flying enemies and archers on the other side. Swordsmen should press on, defending heavily at the slightest movement, until the Tektites appear in a purple mist ahead. While Archers can help take them out by shooting their eyes, the aforementioned archers and birds should be their priority. If you attack them with swords, make sure you keep an eye on the angle of their weak spots. They are liable to change them! The Archer, in the meantime, should multitask between shooting the pots on the ledges above and helping out with any remaining Tektites.

Before you reach the doorway, one more batch of Moblins, 4 Blue, 1 White, will come charging at you. Make quick work of them, and continue towards the door to your right. Before striking the switches, though, make sure the Archer snags those pots to the left (or behind you if you are already headed towards the door). The switches require some coordinated teamwork, since they must be struck within a second of each other.

As soon as this next barrier has been breached, another set of Blue Moblins will come at you from the left, they shouldn't be hard to take care of. What might be hard to take care of is the bunch of Moblins, a few of every flavor, on the steps ahead, as the Archer will be responsible of taking care of them, as well as the bird in the upper-right corner. Hopefully, it will provide you with some much-needed hearts. Once all of these enemies are gone, go on ahead through the doorway. Don't forget to break the pots on either side of the door! On to the boss ... yet another Big Moblin...

The Boss of the Grassland Temple is another Big Moblin, but this time, he's joined by a few Blue Moblins (though the lighting makes them look a little green around the gills). Remember, you can change targets with the A button, if you need to switch your focus between the attacking Big Moblin and his counterparts. Archers should prioritize defeating the closest enemies first instead of attacking the Big Moblin. Play support, not offense, since you'll otherwise find yourself in the thick of things, obviously not a good place for an Archer to be. Swordsmen, it will be your job to deal most of the damage. After defeating the bosses, the players will get the Triforce.